I can't speak to earlier versions, but from the table and drop systems, the table processes all chances, but the drop stops when the first item drops... the fix to this can be done in the db as a temporary measure, but it's somewhat time consuming. If you have x items and want equal probability for each, the probability for item n = 1/(x-n+1) so for item 1 of a 10 item list, you have 1/(10-1+1)=1/10=10% for item 2 you get 1/9, ...item 9 = 1/2, item 10 = 1/1. Note that it seems counter intuitive since it feels like you have a combined 175% probability, but each probability is a separate entity. if you get to item 10, then you missed the chances on the other 9, so by definition you are in the 10% case. Ok I've hit the limit of my math proof skills there, I know it's right and my Math Professor wife agrees it is, so that's enough for me. Note that the granularity for these tables is integers, so we may not be able to level out tables completely, but we can get closer. I can't come up with a way to do this in the code that isn't resource intensive, but I'm working on it... it might be possible to do a single probability roll, then check all that match that roll and do a straight up random on the number of matches, but for large tables, that could result in a good chunk of extra memory consumption during zone bootups/repops.
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